utorok 4. júla 2017

Gameplay: Dialogue, diplomatic and social skills

Leading of dialogue between player characters, as well as between a player character and non-player characters.

Diplomatic and social skills of the player's character.

One of the most fundamental spheres of the player character skills.

 

 

 

Along with stealth and exploration, discussing things with others is the meat and potatoes of the game. Can it get you into trouble ? Yes. Can it get you out of trouble ? Yes. Can it help you learn certain things and details that would otherwise evade you ? Of course ! Is asking something from a stranger usually for free ? Yes, mostly yes. Mostly… Talking to others is not only important, it's a crucial part of life in Aporue.

Being a professional thief is not all about what you can achieve with physical prowess alone. Even if you are a burglar-freelancer, you'll have to learn at least basic communication craftiness if you're ever going to make it anywhere in your unusual livelihood. The same thing applies to you if you're a member of a fellowship or guild.



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Diplomatic and social skills

Available to all specialisations.

These skills all focus on the psychological, social and diplomatic side of things. They are indispensible for proper roleplaying, immersion, believability, as well as a healthy dash of unpredictability/randomness while interacting with various characters, particularly non-player characters.


Persuasion: One of the basic skills at negotiating with virtually anyone. The greater the experience in this skill, the greater the chance one has of persuading a non-player character about a particular topic, or to see things his way. Persuasion is just what it sounds like – changing others minds about things via cunning, but non-violent means. The most basic and most often used of all diplomatic skills is simply that with which you persuade others to see things your way. It's the backbone of all conmanship and diplomacy - to many people, things that are one and the same. Beware, there's no guaranteed recipe for how to go about using this skill. Every person you're trying to sway is a unique individual, and the situations you're trying to persuade that person in always offer a unique context (even broadly similar situations). But don't fret. There might not be a recipe, but there are many, many different bits of advice for getting good mileage out of this skill. Good advice time-tested by entire generations worth of experience gathering by others.

Haggling: Trading things, whether with money or via barter methods, can often be quite the hassle. This is where your bargaining skill can really come in handy, saving you some additional money or items you might have otherwise been forced to trade. Whether you're haggling with shop owners operating among the thieves' guilds, or those that are part of the regular (and mostly legal) commerce of the city, a skill like this is one that money can't buy. One of the basic skills at negotiating with virtually anyone. The greater the experience in this skill, the greater the chance one has of haggling a good transaction or good deal with a non-player character.

Compassion: The skill at performing acts of empathy, understanding and selfless acts, all in a manner that could potentially raise the player's reputation and thus also the Trust levels of an individual NPC or even a group of NPCs. The downside of using this skill is that insincere attempts at compassion can be potentially revealed, either quickly or gradually, based on the perceptiveness of an NPC, or that certain NPCs might not think highly of the player showing compassion in a certain context or even at all. Using Compassion on a regular basis will (generally) positively effect the Ethics scale. One of the basic skills at negotiating with virtually anyone. The greater the experience in this skill, the greater the chance one has of raising the trust of a non-player character.

Deception: The skill at creating ruses, half-truths, false impressions or just straight-up cunning fibs about some situation or about some individual or place. This skill can be used by more upstanding players as well as more manipulative-minded ones, but is trickier to use than most. The major downside is that attempts at deception can be potentially revealed, and the resulting repercussions do not bode well for the player, particularly his reputation in terms of the Ethics and Trust scales. Using Deception on a regular basis will negatively effect the Ethics scale. One of the more advanced skills at negotiating with others. One of the more advanced skills at negotiating with others. The greater the experience in this skill, the greater the chance one has at (temporarily) deceiving and tricking a non-player character.

Distraction: The skill at orchestrating situations (simple or complex) via social means, all in order to take away a certain person's or group's attention away from one thing, then refocus it on another thing. From fooling someone into looking the other way or falling for a (seemingly) mundane accident happening nearby, to providing temporary plausible cover for fellow thievy operatives during a heist or getaway, well-used examples of distraction can make or break many situations where potential success hangs by a thread. Successful distractions are objectivelly hard to pull off, especially for prolonged amounts of time, but fooling people's immediate reflexes by psychologically outsmarting them is one of the ultimate tricks up any experienced thief's sleeve. One of the more advanced skills at negotiating with others. The greater the experience in this skill, the greater the chance one has of distracting a non-player character.

Intimidation: Sometimes, when all other diplomatic skills and milder methods fail, a professional thief has to resort to something… harsher. The intimidation skill doesn't necessarily mean you have to rough someone up. Really knowledgeable thieves will tell you that playing on another person's fear or weak spots can do wonders, whereas directly threatening or even harming that same person would probably yield little. One needs to find the right balance between more overt and more subtle intimidation, and also be willing to use this skill as more of an ace up the sleeve. Its constant use (or abuse) can become counterproductive to the player character, or even lead to the skill losing its effectiveness. Bare that in mind when using this skill. The skill can use the Reputation modifier to its advantage, especially if the player has a high Infamy score (undesirable for most situations, but oddly handy for Intimidation). One of the more advanced skills at negotiating with others. The greater the experience in this skill, the greater the chance one has of intimidating a non-player character into a certain course of action or even just a certain mindset.

Friend of animals: Knowing how to deal with animals, particularly domesticated animals, but even some wild ones, can sometimes make quite a big difference. Even putting aside any ethical considerations of compassion for other living things, being good with understanding animals can be very helpful in many situations, not the least of which is or even sending messages. Combining this skill with the use of the Compassion skill can get you far when it comes to convincing a mount animal (a horse, donkey, camel, snow camel, etc.), a companion animal (a dog, cat, etc.), or even a tamed bird (message-pigeon, raven, falcon, hawks) to cooperate with your player character, or even other characters in your group. One decisive use of this skill (or the combination) is while riding a horse (or other mount) and wanting to prevent it from getting spooked while using a weapon on horseback (e.g. a lance, sabre, crossbow or pistol). Though you won’t be exactly able to tame wild creatures and issue them orders, you can learn to apply appropriate body language for cases when you meet potentially dangerous wild animals. Avoiding provocation of such beasts or gently scaring them off can come in handy, especially during travels and adventures in the wilderness. As this skill represents both knowledge of an animal and its behaviour, and the practical experience of properly caring for and guiding such an animal, you will not be able to do without either. You need to have some degree of knowledge and experience in both theory and in practice.

Knowledge of languages: Melza, and central Aporue overall, are more naturally multicultural places than might seem at first glance. Though most of the locals appear like typical Aporueans, there are also some assimilated descendants of more exotic ethnicities and cultures, especially in the western parts of this continental region. As one of the consequences, central Aporue is naturally rife with many varied (but usually at least somewhat inter-related) languages and dialects. Most people, regardless of species, ethnicity, nationality or religion, in Aporue, Akirfa, Aisa and elsewhere, will be at least naturally bilingual, at a minimum, if not trilingual, or even polyglots. This isn’t necessarily because people are so keen to learn various languages, but because of simply daily necessity. If you need to know multiple languages and dialects to get by in everyday conversations, or visiting a shop or marketplace, or trading with a non-local, language knowledge is essential. There are also mixed marriages of various kinds, with children from such families generally learning the differing languages of both their parents. Such natural learning of languages from an early age esnures that bilingualism and multilingualism isn’t seen as unusual at all. This is particularly true about such a fairly cosmopolitan and rather multicultural metropolis like Melza, and the other settlements in its immediate vicinity are not far behind either. Depending on where your player characters were born and come from, and what their personal backstories/biographies are, they will have different sets of language knowledge when they start the game. For example, if someone is a native of Melza, they will very likely use the local dialect (Melzish) on a daily basis and consider it their mother tongue. In addition, they will usually speak at least one of the languages of a neighbouring country. If they’ve led a shady life or a life of crime or have mingled with the City’s seedier underbelly, they might also know a fair bit of the local argot (cant). If your player character was born abroad and considers some other language their mother tongue, their knowledge of the Melzan dialect might be more rudimentary. This also impacts gameplay: A lesser knowledge of local language, turn of phrase and idiom might occasionally inconvenience a player character, creating the occassional case of a minor confusion or minor embarrassment. Of course, this also applies if someone from Melza travels abroad and is in an area where they don’t know the local language that well, or not at all. In cases like these, being part of at least a small mixed group can be helpful. Another member of your group might be more acquainted with a local language or dialect your character struggles with, and can help translating.If a player character is well-versed in speaking and writing in a particular language, they’ll usually find it much easier to understand a related language, particularly if both languages come from the same larger language family. Language knowledge is universally advantageous to player characters, regardless of chosen specialisation.

Cultural ken: Rather than a single ability, this skill covers several possible abilities pertaining to everyday culture or more „fancy“ culture. (For comparison with a similar branching system of a particular skill, please see the Artisan skills article.) The particular abilities one can foster and improve within the Cultural ken skill include musical skills (e.g. singing and particularly playing a musical instrument), storytelling skills, religious knowledge, knowledge of cultural and artistic facts and history, knowledge of local folklore, idioms, proverbs, weatherlore, etc., being well-versed the latest local gossip, and so on. These are particularly useful skills for those specialisations that focus on social skills and mingling in society for intel-gathering et al, but are also practical for any other specialisations too. Finally, this skill can also improve individual player or player group morale, lessen fear or anxiety, increase trust, if applied well and reasonably through music or storytelling (e.g. a song or story to life one’s spirits). The old saying that quietly singing a ditty while being in a scary or ominous situation isn’t balderdash, you know...








4.) Using argot (thieves' cant)

Virtually every city and town that has a substantial grouping of professional thieves, also has its own secret “dialects”, used by said thieves. Argot (or popularly, “cant”) can technically use any existing local dialect or colloquial speech as its basis, but the key to its success lies in its vocabulary. Common words or words that could easily reveal criminal/illegal intent are (usually cleverly) replaced by completely different terms - though ones that have been derived with at least some intuitive, logical, metonymical or just punny connection to the original word/expression.

Naturally, a thieving argot (or any argot) develops over time, having a general tendency to reshape, renew and reinvent itself due to the hazards dogging its users: Once an argotic expression becomes too well known to the commoners who weren't supposed to understand it, old expressions are jettisoned and replaced with new ones. Argots have a very vibrant and dynamic existence when it comes to their vocabulary, to the point that it sometimes borders on the ephemeral.

At this particular point in Aporuean history, Melza has several prevailing argot conventions among professional thieves. There are some relatively universal expressions and idioms in place throughout the whole City, but many guilds and fellowships also develop their own argot, for the sake of greater safety and discretion, and also greater ease of use. The table that follows includes some of the more universal expressions from the Melzan thieving twang.

Examples of Melzan thief argot (cant)


burr, gap, board house, dwelling, flat
fiss, bug, cranny, loo safehouse, hideout
bread, piss, pissgrub inn, alehouse, pub
cratch, chute, gull street
sore, shiner alley, back alley
plate, tray yard, courtyard
skid, slide, sole, slink to go, to walk (somewhere)
trash, tidy, tuck to fence loot, sell off loot
egg in a basket, eggbasket, tooth loot cache
boiled egg, cracked egg, toothache damaged loot, damaged goods
thistle, nettle, rag, hag dagger or stabbing weapon
strand, lord, lard sword (usually straight)
scythe, shank, shin sabre or curved sword
branch, knot, silk bow (weapon)
snapper, nutmeg, hurdy-gurdy crossbow
skewer, splinter, splint arrow
jolt, peg, pin (crossbow) bolt
finch, inch, pale fence, middleman, receiver
tit, sparrow, fly squealer, informant
threepee from "purse-and-pocket-pilferer" - pickpocket, cutpurse
dross, floss, toss a thieves's guild boss
baldric, boot ally from a guild, usually armed (e.g. Guard, Brigand)
toe, sob, swift, ratcatcher (common) policeman or patrolman of The Watch
flask, flasker, swigger guard or watchman of The Watch or the Melzan army
mutt, pot, clank Flying Squad or Unrest Quellers member of the Watch
forage, porridge beer or other alcohol
cabbage, cabbage soup coffee or chicory
rot, fester, blight food or meals





5.) Using gestures

Even with the advance of technology, neither the cultures of Aporue, or any other cultures anywhere in the world for that matter, have invented devices capable of transfering people's voices in an audible fashion. Forget portable radios, even oversized stationary telephones and radios are still being worked. They remain a pipe dream even for the wealthiest reputable folk, so what's a poor professional thief to do ?

Use simple substitutes that have been around for ages, of course. Visual signals, involving flashing signals with tiny mirrors or polished pieces of metal, can prove practical at greater distances and in certain situations. Sadly, unless the conditions are right, these are generally too risky an option to be used stealthily. Audible signals, often involving the use of birdcalls (or very good natural sounds imitation) are also an option, and somewhat of a stealthier one than visual signals. But only if they are done right. An inappropriate use of sounds can still give one away…

Well, if even these simple substitutes are not all that secure, what to use then ? Perhaps some of the oldest communication in the book, of course: Gestures and facial expressions. Silent, not flashy, cost nothing. And unless you run to a distance where no one can make heads or tails of what you're gesturing, they are a very clear and unambiguous communcation methods. Well… Unambiguous only as long as people agree upon a secret code to go with each gesture.

Here's an overview of fairly standardised gesture and facial expressions code in thieving underworld of Melza (some of them come in more than one variation):



Gesture Face Meaning
putting a finger to one's lips N/A "Quietly…"
putting a finger to one's lips, raising a finger priggishly N/A "As quietly as possible…"
putting a finger to one's lips slight nod "Right, keep going quietly."
tapping the nose with an index finger N/A "Don't worry. I know…"
waving closely towards oneself, pointing at one's foot frowning,
shaking of head
"Slower !" / "Don't rush ahead !"
raising a finger, pointing at the floor frowning "Caution, a loud floor."
shaking one's foot in place, pointing at the floor grinning sourly "Caution, a creaky wooden floor."
clenching one's fist horizontally, pointing at the floor frowning "Caution, a loud stone/cobbled floor."
holding one's hand horizontally, pointing at the floor frowning "Caution, a loud tiled floor."
nod to an object, "bagging" gesture N/A "Over to." / "Prehľadaj to."
nod to an object, "raking" or "rummaging" gesture N/A "Skontroluj to." / "Prehľadaj to."
mimicing a spyglass around the eye N/A "Nakukni." / "Poobzeraj sa."
mimicing a spyglass around the eye, pointing N/A "Take a look in that direction."
mimicing a spyglass around the eye, pointing at a door N/A "Go and have a peek through the keyhole."
palm placed behind ear, pointing at a door N/A "Eavesdrop behind that door."
"pulling down a door handle" gesture, pointing at a door N/A "Open that door carefully."
brief swing of clenched fist, pointing at a guard N/A "Knock him out."
brief swing of clenched fist, pointing at a guard clear wink "Knock him out, but make sure it's possible."
wave-like gesture with a hand, optional pointing N/A "Flowing water…" / "River. / Stream."
waving hand as if against smoke, brief "throwing" gesture N/A "Throw a smokebomb."
brief "throwing" gesture frantic, exaggerated blinking "Throw a flashbomb."
backhanded wipe in front of eyes, brief "throwing" gesture N/A "Throw a flashbomb."
covering mouth with palm, brief "throwing" gesture N/A "Throw a gasbomb."
quickly flipping wrist upward, brief "throwing" gesture N/A "Throw a grenade."
waving hand as if against smoke, brief palm downward gesture N/A "Place a smokemine."
brief palm downward gesture frantic, exaggerated blinking "Place a flashmine."
backhanded wipe in front of eyes, brief palm downward gesture N/A "Place a flashmine."
covering mouth with palm, brief palm downward gesture N/A "Place a gasmine."
quickly flipping wrist upward, brief palm downward gesture N/A "Place a mine."
brief palm downward gesture, "turning a dial" gesture * N/A "Set the timer on the mine."


(* - the amount of time for the timer is indicated by also showing a certain number of fingers. Each finger represents a different shorter Aporuean time unit. One finger usually refers to a thanker, two fingers to a blesser. Holding a finger (or fingers) in a crooked, 90° bent position, means half the amount of that time unit.)






6.) To remain silent or not to remain silent ?

So, let's imagine you and maybe one or two of your fellow burglars are already taking part in some heist or proverbial catacomb-crawl. Let's imagine a situation occurs where you can't rely on gestures and facial expressions. You need to get verbal. Is it too risky or not ? Well, that depends. The answer is context-sensitive.

If you feel or think someone (or, heaven forbid, something) could hear you very easily, with your cover getting blown or at least compromised quickly, try to avoid verbal communication. If you feel or think that someone (or something) doesn't have much of a chance to hear you if you speak up in what amounts to careful whispers… then speak up to your companions in said careful whispers. It's all a matter of common sense, knowing your current surroundings and staying vigilant, and being willing to sometimes sacrifice utmost sneakiness for effective communication and leadership.

Obviously, if you start running around and hollering in an already hostile or potentially dangerous environment, expect bad stuff to come your way, sooner or later.












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There are no character levels. The amount of experience you can invest in a particular skill is always just a certain dose. You increase skill values individually, and you can spend experience into more than just one skill, but this is dependent on how much experience you have, so you still have to choose wisely based on what you might currently need.

Improving a skill is largelly down to performing a skill regularly and being successful at your actions. However, there's a difference between experience gained through training or performing an action over and over, and experience gained "in the field", in a "live" situation (a real heist, real stealthy sneaking, lockpicking in a lived-in location, a real fight/duel with someone instead of a trainer, etc.). The latter, experience gained "in the field", has a higher value than experience gained only through training or repetition.

Concerning specialisation, though you don't have character classes, you do have professions, or specialisations, if you will. There's plenty to choose from, but at any given time, your character can only have three specialisations. These specialisations don't limit the skills you can use and increase, but they do emphasize certain types of skills (depending on the contents of the specialisation), so those are given a certain degree of preference when it comes to investing in them. One specialisation always covers several skills, from several skill types (though not necessarily all types).

Crucially, as the specialisations are character development guidelines, not rigid classes, you can actually change your character's specialisation over time. You (gradually) abandon a certain specialisation, then you can choose a different one. Or two, if you've abandoned two, or even three, if all three. However, if you have no prior experience in a new specialisation, whatsoever, you'll be starting from square one or relatively low within that new character specialisation. If you have some prior experience with a specialisation, you'll have more experience built up in the skills of that specialisation, from earlier.

Obviously, the aforementioned sentences mean that you can return to a specialisation you focused on earlier and re-adopt it again as your character guideline. The key things are that: 1.) adopting and abandoning a specialisation and learning with it / gathering experience always takes a certain amount of time (i.e. it's not completely instant) 2.) the maximum of specialisations is three at a time (so, if e.g. you want a fourth one, you'll have to abandon one from your current trio, then adopt that as the new third one).

Though the player character is not forced to adopt a specialisation - theoretically, they can play without one, if they like - it helps to have at least one, to provide a bit of focus for the character. Regardless of whether a player character has 0, 1, 2 or 3 specialisations, they can always invest into stats and skills that aren't covered at all by any of their specialisations. If you have three particular specialisations, but decide to invest in a skill outside of them, it's perfectly possible. You just won't get as much of a "boost" to the skill improvement as you would if the skill was under one of your specialisations.

(Sidenote: Of course, not all stats can be improved, some are dependent entirely on the environment, but a handful can be occassionally improved over time. Most of the improvement lies within the skills, though, and in the abilities that some skills have as a subsystem of sorts.)

The character skills you don't utilise for a long time (months, years of in-game/in-story time) lead to your character slowly losing experience invested in them (especially if they're meant to be skills you can easily forget) and the performance of your character in a particular long-dormant skill will lower accordingly. It won't cartoonishly disappear or anything, but if you haven't used a skill in a very long time, your character might need to re-increase it a bit, or maybe re-learn some things (at least those beyond the basics). Certain skills are slightly more or slightly less prone to being affected by this partial loss of experience.

For example, you were pretty good at lockpicking, you've grown to really feel what your hands are doing with the tools while picking a lock, etc., but you were no lockpicking master. Something got in the way and for various reasons, you hadn't lockpicked for two or three years. Then your character needs to lockpick and realises they're a bit rustier at it. They still know how to do it, in terms of knowledge, in terms of hand movements, etc., but it's become less "second-nature" to them than before. Over time, they'll have to relearn that "deeper feel" they had for the skill in earlier years. Obviously, if a particular skill isn't that easy to forget, especially when a character has long-term ingrained experience with it, it's very unlikely the existing experience would vanish completely. The character learns to ride a bike, or a horse, and after not doing so for a long time, they might be a little uncertain at first while trying it again, but they won't be completely clueless about how to do that particular thing. (As they say in the real world, it's hard to forget how to cycle, especially if you have a few months or years of experience with it, even if you hadn't cycled for years.)


Thing is, you can't just state you're doing something. You have to actually do it.

Want to "GIT GUD" e.g. at polearm or staff fighting ? Go visit a reliable trainer and spend some time there. Just for a bit of practice via sparring. Or practice your gambling skills with someone adequately experienced (doesn't even need to be a trainer), etc. Alternatively, maybe your character just needs a rest, socializing and reassurance with friends, so you'll spend your downtime having a beer, picking apart the latest gossip, intel, or just venting personal worries and such.

This makes it more interesting for player characters to manage their downtime. You can't be in two places at the same time, so you have to figure out your current priorities. The game is actually fairly narrativist in approach, so there is no "lesser" use of a character's downtime. If they prefer to focus on something, they can. Even just having a thoughtful or informative conversation with someone can be beneficial to the player character. The various skills are there to serve the various characters' adventures (individual or teamwork-based), rather than the skills being self-serving, for their own sake.

To balance things out, it's not all that hard to increase your experience values in a skill. Generally, I try to limit any frustrations that might pop up, since the primary goal is to have things be fluid, engaging and fun. The skills and gear and such are only important insofar as your characters can use them to achieve things. It's not a 'murder-hobo' type of game, but one where characters haveto achieve things more through exploration, cunning and finesse. The characters and their personal adventures are basically at the heart of the gameplay, with the skills and gear only tools.

The point is that the players are encouraged not to treat downtime as a boring routine. They're encouraged to change up things, depending on what they'd like to do. If a character decides they're going for a walk in the city, or even the countryside (alone or with someone), they can do that. There's no schedules to plan, or anything of the sort. The player just decides and they do what they decide to do.

Do note that I explicitly wrote in the above posts that this only deteriorates a bit if you don't use it for a veeery looong time. Many months, more than a year, two years of in-universe time. If you don't use a skill for a few days or a week, nothing happens, no decrease.






Are any of the skills listed in my earlier post a bit on the iffy side ? Do any feel redundant ? Or cover too little or too much ?

As I've mentioned earlier, I prefer a "less is more" design approach. partly because it's also more pleasant and readable to players that way. I don't need 30 billion skill ideas, I think a few general archetypes are sufficient. However, am I forgetting or overlooking something ? Not sure.






Concerning the skill trees, one of the reasons I decided to adopt them for some of the skills structure was when I thought long and hard about structuring the combat skills and the artisan skills.

My structural train of thought when it comes to the skillset hierachy goes as follows:
Type of skill (skillset) -> Skill (individual entries) -> Abilities (subsets of a particular Skill, advanced through skill trees)

In the case of the Artisan skills, I felt it was obvious that skill trees allow characters to develop certain crafting skills in a more custom manner. This would avoid me needing to add 70+ different crafting skills for every thing imaginable, making the Artisan skills absurdly bloated compared to the rest. You instead have a few broad categories of crafting skills, and all the individual crafting knowledge and abilities for a player character are under one of those categories. You learn the basics of a craft, then you can branch out in the direction you want to. Learning new stuff is more difficult if it's new to the character and they have less of a basis in that particular kind of crafting. And if they already have some basic experience in the area, it's a bit less difficult to learn. If a character knows basic woodworking and has learnt how to carve themselves a spoon, or assemble a small wooden lantern, then they'll be able to grasp how to craft a simple, weaker wooden crossbow much easier, than if they had never held a carving knife, chisel, drill or saw before, in their entire life.

The combat skills, namely Melee combat skills and Ranged combat skills, were the other two skill areas where I realised early on that skill trees might be the best structural solution, at a micro level. In the Movement skills, I only have about six or seven skills in total, so I wanted each of the two combat skill overviews to be similarly simple. Meaning, for both melee and ranged, you'd get only a few general skills that make sense for each type of combat, and under each individual skill for either Melee or Ranged, you'd get a skill tree on developing particular combat abilities. A particular skill would still govern a particular combat ability, but you can choose which combat ability it is.

For example, you're investing in the Thrusting skill in Melee, and you can choose to focus on Spear/Polearm thrusts, Knife-fighting thrusts, or on Swordfighting thrusts, as more specific abilities. Within these, you can then learn the basics of e.g. sword thrusting, then more and more detailed abilities on thrusting with a one-handed sword, hand-and-a-half, or a two-hander, then with a specific type of one-handed sword, etc., or a specific style of thrust from a particular swordfighting tradition. (When it comes to fighting traditions, I wanted to draw upon the known and documented European martial arts traditions, because it feels natural and fits the strongly historicist tone of my setting. Doing fictional equivalents of stuff like the Liechtenauer tradition or Meyer tradition or Fiore tradition in swordfighting, or the French poleaxe fighting tradition, or Polish-Lithuanian sabre-fighting tradition makes perfect sense. However, I didn't want to ape what games like 7th Sea had already done years ago, where a country's fighting tradition was basically a whole separate skill. So, relegating this level of detail down to a skill tree level felt reasonable. If a player character in my game wants to learn a very particular fighting tradition, after learning the absolute defeault basics, they can, but they don't have to if they find it superfluous.) Similarly, in Ranged combat, you might decide to focus on your bow draw skill, and you can develop this towards a certain (cultural) style of bow draw, depending on what fits the character's current needs or preferences.

When it comes to Social and diplomatic skills, I realised that skills like language learning, or a character's cultural knowledge, could also be branched gradually, by way of simple skill trees. So that's one other area where they are definitely present. It is entirely possible I will add skill trees to some of the other skill types as well, beyond their current availability in Artisan skills, Melee combat skills, Ranged combat skills, and some of the Social skills. I only want to do it where it makes the most sense and where it would be the most flexible for players, for the sake of variety and enjoyability.

One design guideline I've always tried with my project thus far, for years, was "Add depth, but avoid adding complicated-to-understand features and structures". I consider it better to try and keep gameplay relatively simple and interconnected, though without losing more interesting details. Details that make it feel less generic (and more unique to its own fictional setting).


















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Copyright

(C) 2017 - 2024 P. Molnár
(C) 2017 - 2024 Knight-Errant Studios





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